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  #131  
Old November 29th, 2011, 03:31 AM
Squirrelloid Squirrelloid is offline
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Default Re: Conceptual Balance Mod v1.92

A pair of Rocs with at least some FR gear should hand a Zmey its ***, which is about equal gems on chassis. (That first strike is near 50 AP damage (with AoE 1), and the beak is enough AP damage on top of that to make the Zmey cry, and its got 2 claw attacks to go yet, both of which expect to put some damage through). If they have FR100, the Rocs can also mistform up to make the zmey work to do any real damage whatsoever.
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  #132  
Old November 29th, 2011, 04:46 AM

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Default Re: Conceptual Balance Mod v1.92

why did the kit lions lose commander status?
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  #133  
Old November 29th, 2011, 01:10 PM
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Corinthian Corinthian is offline
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Default Re: Conceptual Balance Mod v1.92

Because they were pointless as commanders and using them requires massing them. So having 10 of them would just clutter up the screen for you if they were commanders.

As for the Zmeys, yea iv'e always considered them very powerful. Even back when they costed 35f. But an easy counter should be Shishis as I dont think it got any magic attacks to pierce mistform. I might be wrong about the fire being non-magical and if I am you have to put a Fire ring on them though.
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  #134  
Old November 29th, 2011, 01:45 PM

earcaraxe earcaraxe is offline
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Default Re: Conceptual Balance Mod v1.92

kit lions were usable as commanders with one lycanthropos amulet, according to my tests.
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  #135  
Old November 30th, 2011, 11:47 AM
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Default Re: Conceptual Balance Mod v1.92

But for the cost of a lycantrope amulet you can have a second lion!

Unless you had forge bonus there was nothing that you could give to the lion that did not cost more than the lion itself!
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  #136  
Old November 30th, 2011, 05:19 PM

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Default Re: Conceptual Balance Mod v1.92

it would worth testing if two lions r better than one with amulet.

i tested it only with forge bonus, and from the same amount of gems a lycantroph version was "better".
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  #137  
Old December 19th, 2011, 02:51 AM

Rookierookie Rookierookie is offline
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Default Re: Conceptual Balance Mod v1.92

Seems like Sanguine Heritage is still 44 slaves?
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  #138  
Old January 5th, 2012, 12:48 AM

Excist Excist is offline
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Default Re: Conceptual Balance Mod v1.92

I am growing to dislike Agartha's Fury of the Doomed spell. I think I have seen too many fights where the enemy is routed, but rooted, or fleeing slowly out of range of Agartha's H3's and then the Oracles start 'Battle Frighting' my commanders and mages with 10-20 castings of Fury of the Doomed for no reason.

Is it possible to make it an H4 spell so only the prophet or somebody with a +1H item can cast it, or lower its bonuses and get rid of the affliction it causes or do something to it that would make the spell AI not choose to cast it when enemies are not in range, but friendlies are available for afflicting?

Gaining a bunch of morale-reducing afflictions every time you win a battle is both non-thematic and non-fun.

I mean, I have trouble imagining a bunch of priests seeing the enemy turn tail and head for the woods and then start shouting out 'We're DOOMED!!!!' and all within earshot suddenly become scarred for life.
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  #139  
Old January 5th, 2012, 05:33 PM

shatner shatner is offline
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Default Re: Conceptual Balance Mod v1.92

After playing a game as MA Atlantis I've notice a few more cases where you can't cast certain spells underwater when you seemingly should be able to.

1) Lichcraft. It summons a poor amphibian undead, same as summoning a bane. Seems like this should be permitted.

2) Volcanic Eruption. You can't cast this spell at an under water province. Fine. But you also can't cast this spell at a land province from underwater. For most UW nations this isn't an issue but EA and MA Atlantis have EF casters all over the place.

3) The Magic Lamp. You can forge the item underwater, hand it to one of your commanders but you can't have them use the item spell to summon the genie. The genie is fully amphibious so this seems like it shouldn't be a problem.

4) Cleansing Water/Solar Rays. On land, a water-heavy nation can hose down a battlefield with holy water, tearing up undead and demons. On land, an astral-heavy nation can send searing beams down from on high to scorch the undead. Underwater, they can do neither, leaving them with no dedicated anti-undead spells save for the death ones... death being an extremely rare path for native UW recruits. Furthermore, you can cast "Light of the Northern Star" underwater so shooting star light at stuff underwater is already something people do in Dominions.
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  #140  
Old January 5th, 2012, 11:03 PM

rdonj rdonj is offline
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Default Re: Conceptual Balance Mod v1.92

Something along the lines of cleansing waters would be especially welcome, since most UW nations have powerful water magic and don't really have astral.
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